Update XBRZ filter to 1.6?

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Expand view Topic review: Update XBRZ filter to 1.6?

Re: Update XBRZ filter to 1.6?

by Blue Shadow » Fri Aug 31, 2018 5:44 am

If there were any updates, you'd know, as the thread would most likely see some activity.

Re: Update XBRZ filter to 1.6?

by Guest » Fri Aug 31, 2018 2:52 am

Hey Guys, Just wondering if there is any update on this? just curious!

Re: Update XBRZ filter to 1.6?

by Guest » Sat Aug 04, 2018 11:32 am

Woo excitement! Hope these get merged, can't wait to test them

Thanks _mental_ !

Re: Update XBRZ filter to 1.6?

by _mental_ » Sat Aug 04, 2018 5:27 am

Made this PR with various xBRZ related changes. Comments are welcome.

Re: Update XBRZ filter to 1.6?

by Guest » Wed Aug 01, 2018 3:09 am

If it helps at all, If 5x or 6x was enabled on a Dev build i'd be willing to run some benchmarks or tests with the 1080TI for you guys with whatever settings required.

Re: Update XBRZ filter to 1.6?

by _mental_ » Wed Aug 01, 2018 1:29 am

The mentioned 1080 Ti has 11 GB of VRAM. Upcoming 11 series may have 12 to 16 GB.

Re: Update XBRZ filter to 1.6?

by Graf Zahl » Wed Aug 01, 2018 1:27 am

Worse, OpenGL does not provide any useful facilities to assess the memory needs. It will just resort to system memory and result in texture thrashing, making the game slow.

A 6x scaled texture consumes 36x the VRAM of the unscaled variant. A 4x scaled texture only 16x. And here the law of diminishing returns strikes mercilessly. It's simply not worth it, dealing with massively increased texture creation times and massively increased VRAM usage for some minor visual improvement.

To give you an idea: A really resource intensive map like ZDCMP2 needs 4GB of VRAM to handle 4x upscaling for everything. To do 6x it'd require 10 GB! Does that even exist?

Re: Update XBRZ filter to 1.6?

by Chris » Tue Jul 31, 2018 5:21 pm

It would depend on more than just how much VRAM is available, but also the textures used by a given map. Maps that use a few small textures won't be as much of a problem compared to maps that use a lot of large textures, for instance. And the latter would be more of a problem than a map that uses a lot of small textures. I don't think the engine will know how much VRAM will be needed until it's needed.

Re: Update XBRZ filter to 1.6?

by nazakomu » Tue Jul 31, 2018 4:22 pm

Samuel Turveywill wrote:Would it be possible to add with a warning on the "Modern" GZDoom?
That sounds like a good idea.
Perhaps, an even better approach would be to check how much VRAM is available, and if it's sufficient enough, the modes are enabled. And if there isn't enough VRAM available in the check, the modes are disabled.

Re: Update XBRZ filter to 1.6?

by Guest » Tue Jul 31, 2018 9:41 am

Ah OK I see! What would convince Graf to turn them on?

I mean I have a 1080TI which presumably would be able to handle excessive video memory usage, but I understand not everyone is as fortunate as I am.

Would it be possible to add with a warning on the "Modern" GZDoom?

Re: Update XBRZ filter to 1.6?

by _mental_ » Tue Jul 31, 2018 9:12 am

It's OK to update the xBRZ scaler.

However 5x and 6x modes were deliberately disabled. I think this was because of their exhaustive video memory usage.
While I see no problem with turning them on, you should convince Graf with this change.

Re: Update XBRZ filter to 1.6?

by Guest » Tue Jul 31, 2018 8:02 am

Just to add why, specifically to be able to use the 6xbrz filter added in recent versions.

Update XBRZ filter to 1.6?

by Guest » Tue Jul 31, 2018 7:22 am

Hi Guys,

Love GZdoom, really appreciate all the good work everyone does to keep this game running and looking so good on modern systems!

Would it be possible to update the XBRZ filter to the latest one available from Zenju? -https://sourceforge.net/projects/xbrz/files/

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